Skeleton

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I am putting in 70+ hours between the job I am leaving and my new therapy practice. I am working out a six week notice. I will try to get some stuff moving on here soon. I'm sorry for my lack of posting.


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Guys: I am still here. Finalizing the purchase of a franchise this week. I will be slow posting this week, but will pick up when the purchase is complete. This is the biggest career move in my life so far. It was an unexpected opportunity. Thanks for your patience.


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Aubrin speaks up. "The road leads to Tamran. It is one of the larger cities, but it would take weeks to get there. The mage here Arun has it right. The road is littered with bandits and we would be easy pickings for any Hobgoblin scouting parties..." Kit agrees, "I think we need to go deeper into the woods and try to wait out the army. Surely they will move on before long." Aubrin nods at Kit, "I agree. Northeast of here there is a grove with a creek for fresh water and sufficient game for food. I say we head for there." Her legs collapse under her, causing her to cling to Kit. "We need to find somewhere to sleep for the night."

Please roll two survival checks. One to find a suitable place to sleep for the night and the other to check the weather for the next 24 hours. Feel free to RP.


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Guys: I am in the middle of negotiations for the purchase of a franchise and the past few days have been crazy. I have a ton of data to get to one of my partners this evening and then things will settle down. I plan to update tomorrow ASAP. Again, I am sorry for the delay. At least it hit at a good time (between parts of the AP).


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Crazy day at work. I am just getting home. I'll update tomorrow.


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Whoop! Congratulations! You have survived and thrived through part one of the trail of the hunted, BUT the challenge just now really begins. How will you survive in the wilderness as a community? How long until the goblinoids are able to traverse the river to hunt the ones that got away?

Feel free to RP over the weekend AND level your characters to THREE! Precise Shot anyone?! Thanks for making the previous module as well as the first part of this one great! I look forward to continued gaming.


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Kinning is not as careful as she should be while lighting the stump remover, causing it to flash the party. Arun takes the worst of it. Khaz quickly heals him and waits for Brunner to assist Arun to safety.

As they retreat, a hobgoblin stops in the middle of the bridge and yells out "COWARDS!!! You can't run from us! We will..." His dialogue is interrupted by a sudden boom that rattles the foundation of the bridge. The forty hobgoblin eyes suddenly flash fear as the ground underneath them begins to sway. The majority fall to the ground. The rest sprint for safe land, but it is too late...

The blast blows the retreating group to the ground. You think to yourself...It should have taken longer to blow. You realize how lucky you actually were that it did not explode when lit.

Without the support of the wooden frame, the bridge lists heavily to the North. Within seconds, the ground literally drops out from underneath the hobgoblins. They are plunged headlong into the rushing water while stone debris crashes down on them.

The entire party stands stunned for a moment before they finally turn to see what is left of the bridge and the town where many of them called home...

A ceiling of smoke hangs over the city, reflecting the orange glow from burning houses. Ash drifts in the air like falling snow. The screams of townsfolk have died away, leaving an eerie silence broken now and then by the howling of wolves or the harsh tones of the Goblin tongue. Bodies lie in the streets, sprawled in pools of blood where they fell. It seems everyone else in town may be imprisoned or dead except for the hobgoblin invaders. Phaendar has fallen.

END OF PART ONE!


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Khaz Dourblade wrote:
Delay move after his companions, retreating with them. If hobs look like they will overrun us then engage them instead

Roger! So moving this round...very good!

Brunner: They moved away right as it was lit. They should be safe.


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Khaz still has a move action. Are you moving away from the bomb?


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The accelerator flashes and flames engulf the engineers.

9 damage for Arun. 5 for the others near the bomb.

Kinning sees Arun drop. "We gotta move him. This things goinna blow! We've only got seconds!" She runs off toward the woods as does all the other townfolk.

The first ten hobgoblins stop running and start walking across the bridge. "What do we have here?" One of them calls out in a deep voice. "You thought you were going to escape us? Time to die!" They lick their lips and laugh as they approach with weapons raised.

The hobgobs are just starting to step on the bridge.

Arun needs a stabilization roll. Khaz and Brunner can drag Arun away. Please roll strength checks.


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Knowledge Engineering take 10: 16+2+2+2+2=24

Khaz finds a good spot to place the bomb. He lodges the stump remover in the frame and then pours the accelerator over it. Kinning pulls out a flint and steel and starts striking it. "You all best be making yourselves scarce." She lights it.

Spoiler:

1d100 ⇒ 2
2d6 ⇒ (4, 5) = 9

The accelerator flashes and catches quicker than Kinning anticipated.

Reflex: 1d20 + 3 ⇒ (16) + 3 = 19

Khaz, Arun, and Brunner need to make reflex checks!


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Bahram Alhazred wrote:
What's the hobgob in the water up to gm?

Dying! Your horse launched his unconscious body over the edge. ;)


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ROUND SIX

Kinning, Brunner, and Bahram all double move across the bridge. Brunner leads the group to an advantageous position for he, Khaz, Arun, and Kinning to work. Vane runs alongside Kinning with the stump remover. He calls out, "Find the weakest spot on the bridge frame. It would probably be where the wood structure meets the stone!" JP moves across the bridge and gets in a spot where he has cover to defend the engineers while they attempt to set the bomb.

Rhyna and Kit carry Aubrin and lead the others further across the bridge. The original ten hobgoblins move 1/3 of the way to the bridge. Seeing them go, another twenty turn and start to follow them.

I'm going to go ahead and say it takes you two more rounds to get in position to move this forward.


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Brunner: Yes. You can definitely roll to aid the engineering roll.


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ROUND FIVE

bite/evil eye: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
damage: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

The summoned dog's bite attack misses, but Bahram's arrow strikes true. Rusco's bite drops the leader just as Bahram's horse rushes and knocks the Hobgoblin's limp body over the edge of the bridge and into the water.

The large group of followers from the city make a break for the other side of the bridge with the party.

We will stay in rounds. I need to update the tokens on the map. I will do that in a bit and then you guys can take your round six action. Chirk had company yesterday and asked me to double move him.


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Bahram and Chirk are up!


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One second. Let's stay in rounds. I will say if the immediate hobgob is dead and the others haven't engaged yet that you can take 10. Let's see how long it takes to drop the immediate threat. :)


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Brunner Hammerfell wrote:

do the NPC's need any help blowing the bridge?

fluff
Torag help us, we need to get this bridge down.' Turning to Kinning he asks: "Dè as urrainn dhomh a dhèanamh gus a dhol an drochaid seo, a chaidh a spreadhadh? No am bu chòir dhuinn cudrom a chur air a chumail an Horde bho bhith a 'faighinn seachad air?"

** spoiler omitted **

Kinning responds, Someone kill that blasted hobgoblin and then everyone else get their asses to the other side. We need to blow the bridge before they get to it! Do any of you know anything about structure?"

Khaz will need to make a know engineering once on the other side. Those with with craft blacksmithing can roll DC 10 to assist. Kinning will provide a +2 as well.


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ROUND FIVE

The hobgoblin leader moves away from the combatants 5' step. He raises the whistle to his lips and blows it. It lets out a high pitched shrill. He drops it and smiles at Arun. Almost immediately, the group hears wolves howling and shouts from the city. Turning, you see the outskirts of the now thousand strong goblin army turn and start pointing at you. A group of about ten warriors starts to move in your direction. They are about 300 ft away.

Kinning busts out of the guard tower carrying a large glass bottle with a yellowish liquid. "Get ur asses oer the bridge. Vane! Bring the stump remover." She moves up next to Brunner, obviously heading to the far side of the bridge.

The whole party is up! The race is on!


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Round Four

Arun's summon creature charges the Hobgoblin and bites him hard, but he is able to shake off the effects of the daze.

Will: 1d20 + 3 ⇒ (17) + 3 = 20

Khaz calls on Torag and heals those near him. Please update your characters if you have not already! Thanks!

Jean-Pierre moves up next to Arun.

Brunner is up and then the hobgob.


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Arun: A6 is 80' from the leader. Did you mean L6 so he could move and attack?


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ROUND FOUR

Bahram has JP's luck now.

Bahram misses yet again. Chirk pops out from behind the bridge pillar and moves forward. He stares down the enemy with his creepy right eye! ;)

Will Save: 1d20 + 3 ⇒ (4) + 3 = 7

The hobgoblin succumbs to the hex and loses some of his physical defense. -2 to AC. Let me know if you were targeting a different thing, Chirk.


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ROUND THREE

Jean Pierre steps forward and looses a flurry of arrows. Both hit the leader solidly and leave him looking like a hobgoblin pin cushion. Bahram looses another arrow that flies wide and then moves to a position that gives him cover from the leader.

ROUND FOUR

The leader looks significantly injured. The arrogance he displayed just moments before leaves his eyes as blood darkens his cloak from the arrow wounds he just received. He loads and fires his crossbow one more time before dropping the crossbow and fumbling for a whistle that is hanging from his neck.

Bolt: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 1d8 ⇒ 3

The bolt sails past Jean Pierre's head. The hobgoblin is unable to lift the whistle to his lips before the party has a turn to stop him from alerting the goblinoid army that celebrates just a few hundred feet away.

Everyone is up again! Arun's summoned monster should appear and get an attack at the start of this round.


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Awesome post, Brunner!!

Brunner drops the unconscious hobgoblin before it is able to wake and harm the party.


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Seeing the wolf drop, Kinning moves to the guard house. To Vane Oreld and Jet, "Get ur asses in gear and let's get that starter! Ryhna, keep an eye on Aubrin!"


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ROUND TWO

Rusco's attack is successful. The wolf yelps again as he feels the cold sting of the fox's bite. His master, Chirk, follows the attack with a thrown ball of fire which flies wide. The flames dissipate from Chirk's hands.

Jean Pierre takes another shot at the leader. Once again, his aim is off. You have rolled terrible this battle :(

ROUND THREE

The leader reloads and returns the shot at JP.

Bolt/partial cover: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
damage: 1d8 ⇒ 7

His bolt hits the human archer, causing 7 points of damage.

Spoiler:

1d4 ⇒ 4

The wolf turns on the fox, which just bit him.

bite: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d8 + 5 ⇒ (7) + 5 = 12

The small fox takes a bad bite from the wolf, but in doing so saves Khaz from dropping.

Khaz sees the wolf turn on the fox and takes advantage of its distraction. By the power of Torag, he severs the wolf's head from its body.

Arun moves and starts casting a spell.

INITIATIVE:
Wolf/Leader <<<
Arun <<<
Bahram <<
Khaz <<<
Brunner <<
Hobgobs <<
Chirk <<
JP <<

Bahram, Brunner, Chirk, and JP are up. Khaz and Arun posted early, so I added their actions after the enemy. I think the wolf's AOO was the confusion. One sleeping hobgob and the leader left. Everyone please update your current HP.


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Arun Smithsen wrote:

"Across the bridge - there will be other goblins behind us! Bahran, can you pincushion that bowman?"

He wheeled his horse, and surveying the melee, conjured a sudden burst of green light to distract the remaining hob. Then he galloped around the combat, to the north to summon the townsfolk they had left behind the building to cross the bridge.

The group moves behind the house and gets ready to cross the bridge, but sees the leader with his crossbow raised and waits. Oreld calls out, "The starter is in the guard hut. Bring the stump remover! Let's blow this bridge once we get to the other side!"

The hobgoblin leader cries out, "You shall drop your weapons and surrender! We have claimed this village!"

For now, there is too much revelry in the village square to notice the incident at the bridge. You all feel it won't be long before the army notices.


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ROUND TWO

Will Wolf: 1d20 + 1 ⇒ (18) + 1 = 19
Will Hobgob: 1d20 + 0 ⇒ (9) + 0 = 9

Arun's sleep spell takes effect and the Hobgoblin slumps to the ground asleep. The wolf seems to shake off the arcane magic.

Brunner turns and cleaves the Hobgoblin in front of him, leaving a bloody mess on the ground.

Khaz bravely goes to stand with the wolf bearing down on him. The wolf viciously bites him.

bite: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 1d8 + 5 ⇒ (1) + 5 = 6
confirm: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d8 + 5 ⇒ (2) + 5 = 7

13 more points of damage Khaz. Lucky damage rolls there!

Seeing the hobgoblin slump to the ground, Khaz turns his wrath on the wolf and deals a mighty blow. The wolf is injured, but still stands. Bahram fires a shot, but misses again.

Chirk and JP are up. One hobgob is sleeping. The wolf is injured. The leader is uninjured.


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I'll wait for sleep clarification from Arun and use your attacks on whatever is left. There will be no AOO if the hobgob is snoozing! :)


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Khaz Dourblade wrote:

Sorry about that!

But yeah. AC 16 (so he was hit) and against trip CMD (18) so still tripped.

Thanks!


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Arun: F6 to get the wolf and one of the hobgobs?


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Khaz: Please add your ACs and CMB/CMDs to your profile.


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Both of Jean Pierre's shots miss the closest goblin.

ROUND TWO

1d2 ⇒ 1

Spurred by its master, the wolf advances on the Dwarves and attacks Khaz. His bite hits and causes 9 points of damage. It then trips the dwarf.

Khaz is prone.

bite: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d8 + 5 ⇒ (4) + 5 = 9
trip: 1d20 + 6 ⇒ (18) + 6 = 24

The leader takes another shot at the caster with his crossbow.

Bolt against partial cover: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10
Damage: 1d8 ⇒ 8

He narrowly misses, failing to interrupt the wizard. Thank goodness for that trip roll!

Everyone except JP and Chirk is up!


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Arun Smithsen wrote:
GM Mason wrote:
DC 20 ride check to direct a light horse (not trained for warfare) in combat. You passed though!
Hey GM I bought the horse as a light riding horse with 6 learned tricks, one of which is combat. So would I be OK w/out the DC20 ride check for the future?

Sounds right to me. You just need to use handle animal if you want it to attack.


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Fergal watches as Rusco moves off after his master. He smiles to himself, knowing he rescued and returned him to his home. Fate is a often a fickle thing. Fergal feels the call of the Green and knows his place is somewhere else now. He offers a quick prayer for the safety of his comrades and then moves off into the darkness.


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ROUND ONE

Lirosa calls out to the other villagers, "It's Chirk!"

The battlefield is interrupted by the cry of the small frog-like caster. The hurled flame strikes the large wolf, singeing the fur on the creature. The wolf yelps in pain and turns to face its attacker.

INITIATIVE:
Wolf/Leader <
Arun <
Bahram <
Khaz <
Brunner <
Hobgobs <
Chirk <
JP

JP then the bad guys.


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ROUND ONE

Bahram guides his horse to the far side of the battlefield and launches an arrow at the leader. Unfortunately, the movement of the steed affects the arrow's accuracy and he misses.

The two hobgoblins charges.

Mwk morningstar(Khaz): 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Mwk morningstar(Brunner): 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Both Attacks miss.

INITIATIVE:
Wolf/Leader <
Arun <
Bahram <
Fergal
Khaz <
Brunner <
Hobgobs <
JP

JP then the bad guys.


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DC 20 ride check to direct a light horse (not trained for warfare) in combat. You passed though!


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He sent me this build (healer/debuffer/support):

Shaman:

Grippli shaman 2 (Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Bestiary 2 149)
NG Small humanoid (grippli)
Init +4; Senses darkvision 60 ft.; Perception +12
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Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 17 (2d8+4)
Fort +1, Ref +4, Will +7
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Offense
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Speed 30 ft. (20 ft. in armor), climb 20 ft.
Melee dagger +1 (1d3-1/19-20) or
. . net +1 (entangle)
Ranged light crossbow +4 (1d6/19-20)
Special Attacks hex (evil eye)
Shaman Spells Prepared (CL 2nd; concentration +6)
. . 1st—bless, cure light wounds, entangle (DC 15); charm animal[S] (DC 15)
. . 0 (at will)—create water, detect magic, guidance, purify food and drink (DC 14)
. . S spirit magic spell; Spirit Nature Wandering Spirit
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 12, Int 10, Wis 18, Cha 14
Base Atk +1; CMB -1; CMD 11
Feats Alertness, Improved Familiar
Traits eyes and ears, frontier healer, reactionary
Skills Acrobatics -1 (-5 to jump), Climb +4, Diplomacy +6, Handle Animal +7, Heal +11, Knowledge (nature) +6, Perception +12, Profession (herbalist) +9, Sense Motive +6, Stealth +3 (+7 in marshes and forested areas.), Survival +9
Languages Common
SQ camouflage, spirit animal (arctic fox named Arcane Familiar), storm burst, swamp stride
Combat Gear wand of cure light wounds (20 charges), healer's kit; Other Gear mwk lamellar (horn) armor[UC], crossbow bolts (20), dagger, light crossbow, net, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holly and mistletoe, pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol, 541 gp
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Special Abilities
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Camouflage +4 Stealth in marshes and forested areas.
Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (arctic fox named Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Storm Burst (5/day) (Su) As a standard action, foe in 30 ft treats all others as concealed for 1 rd.
Swamp Stride (Ex) Not slowed by difficult terrain in swamps, unless magically manipulated.

I told him to take improved familiar and we will use Roscu (NPCed) as his spirit animal since he has been part of the campaign since the beginning.


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Arun Smithsen wrote:

I'd be happy to see another player join us. Why not pick one of the rescued npcs to play / customise? A ranger or rogue perhaps?

Actually I'd also be happy without. There's five of us, we're level 2, we could do this alone.

I'm happy either way.

-Posted with Wayfinder

The player is interested in playing a shaman, which could be a secondary healer with the loss of a Druid. That would open up Khaz to stay more melee focused. He is currently the only healer.


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I am sorry for the game's slow down the past two weeks. I had the vacation in the mountains and then I was trying to be patient with Fergal. After looking through all of his characters/profile, he has not posted in our game since 6/14. He has not posted in any of his other games since before then...some being in May. Most, if not all of his games, are still active. I have previously PMed him about posting rate and he said he would contact me if he had to miss time. I plan to write him out of the game. I have a real life friend that is willing to join. My questions to you:

#1 Are you OK with me adding a player?
#2 What role would the group like to see?


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ROUND ONE

The goblinoid bridge defenders are alerted to the presence of the group. A large wolf moves up and stops when it sees it prey. The larger Hobgoblin lifts his crossbow.

As Arun rides his horse under the tree, the hobgoblin's bolt is unleashed.

Bolt against partial cover: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21
Damage: 1d8 ⇒ 7

The bolt hits you BEFORE you start to cast the spell since it was a readied action on movement and not on a caster casting. You can start casting the spell if you want, but you need to 1st make a ride check since your mount is now in combat.

The great Dwarven wall of "hellz nah" moves up to defend their comrade caster.

I am fine with Brunner switching weapons before combat.

INITIATIVE:
Wolf/Leader <
Arun <
Bahram
Fergal
Khaz <
Brunner <
Hobgobs
JP

Bahram is up and then the two hobgobs then JP. Arun has a standard action left.


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Fergal, Khaz, Brunner?


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Initiative:

Brunner Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Arun Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Khaz Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
JP Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Fergal Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Bahram Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Leader/Wolf: 1d20 + 6 ⇒ (20) + 6 = 26
Hobgobs: 1d20 + 3 ⇒ (4) + 3 = 7

ROUND ONE

Jean Pierre trips a bit and kicks over a bucket near the guard house. One of the hobgobs calls out, "Who dere?!" The Leader moves into action, sending his wolf forward. The wolf stops and growls at the group. The leader raises a crossbow in the direction of the noise unable to see the enemy.

INITIATIVE:
Leader/Wolf <
Arun
Bahram
Fergal
Khaz
Brunner
Hobgobs
JP

Everyone except JP is up.


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I'll give Fergal and Khaz a little longer then move to combat rounds. Bahram: I've got a map attached to my profile.


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Bahram Alhazred wrote:

[dice=Ride (Swift Dismount)]1d20+8 :(

Bahram rides over to the corpse of the goblin he felled and dispatches it swiftly with a knife. He then quickly pats down the body.

[dice=Perception]1d20+6

Nothing of value on the hobgob.


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Anyone feel free to make a knowledge local or history check.

Knowledge 16:

All of the hobgoblins are wearing an insignia. It is the emblem of the Ironfang Legion, a goblinoid mercenary army responsible for the Ramgate Massacre 2 years ago, but absent from the battlefield ever since.

You cautiously move the large group behind the buildings toward the bridge. The goblinoid army is reveling in their conquest. Dozens of men and women are in shackles in the middle of town. Dozens more have been butchered on the street and left where they fell. You leave the large group behind and use reconnaissance to move closer to the bridge. Everyone moving up, please make a stealth check.

The hunters from the smithy, Lirosa and Taidel, meet the group. "There are three hobgoblins and the large wolf." They point them out. "Those two don't seem to be paying too much attention. I would guess they are thinking the threat is over. The other one with the wolf must be in charge." Oreld speaks up, "We need to get in the house there to get the detonation chemical. What do you all propose?"

We will see the stealth checks to decide if you are in combat or get a surprise round. Remember...you can either take a move or standard action in the surprise round, but not both.


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Added 3 provision points, Rhyna, and 3 commoners she is hiding in her room to the party.


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Hey guys. I am back. I am sorry for the inconvenience and the slow posting for the past week. Will everyone check in here just to let me know we are back in action? We are just about ready to get out of town and start the escape.


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Bahram swiftly finishes the fleeing Hobgoblin as Khaz exits the rear of the temple. Brunner tends to the injured Priestess, stabilizing her. Rhyna looks up at the Dwarven cleric. "Peace be with you, champion of Torag. I had no chance had you all not come." She slowly gets up on her elbows and then stands. "What is the state of the town? What's the plan for escape?"

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